The Broken Hourglass - Artist Interview @ Official Site

January 30th, 2007, 19:14

A short interview with the lead sprite artist for The Broken Hourglass, Ric Halliwell, can be found at Planewalker Games:PWG: How does creating a good sprite differ from just creating a good 3D object?

RH: When making a sprite for 2D graphics, I can have a very high poly count for my models. For a 3D game, I would have serious restrictions on the poly count.
Animating an object to use as a sprite is actually very easy. It doesn&#39;t get hard until the sprite is a human&mdash;then it gets hard, because the human brain has an area specifically for analyzing other humans. So a level of realism that would make a tyrannosaurus look okay would still leave a human looking like a cartoon. The slightest error in a human walk cycle looks like a serious limp, yet for a lesser animal it would look quite normal to us.